2,207 research outputs found

    Exploring Campus through Web-Based Immersive Adventures Using Virtual Reality Photography: A Low-Cost Virtual Tour Experience

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    This study aims to assess the incorporation of virtual reality (VR) photography into the web-based immersive application “virtual interactive campus tour (VICT).” This application offers users an immersive experience, allowing them to virtually explore university campuses and access information about the facilities and services available. The VICT application offers a cost-effective, attractive, and sustainable alternative for universities to display their resources and interact with potential students. Through black box testing, we conducted user acceptance testing (UAT) and functionality testing, confirming the application’s readiness for deployment and its capability to meet institutional and end-user requirements. This study also examined the potential for universities to use VR to meet the expectations of prospective students. The application is compatible with both desktop and mobile devices. The results indicated that the overall average validity score was 0.88, suggesting that the measure is valid. The validation results were thoroughly tested and reliable. This study emphasizes the potential of immersive web-based tours in higher education and aims to bridge the divide between virtual exploration and physical visits. By offering an immersive virtual campus experience, this innovative tool has the potential to revolutionize university marketing strategies, increase student engagement, and transform campus visit approaches

    Examining the Impact of Game-Based Learning on Student Engagement and Performance in an Introductory Computer Programming Course at the University of the Southern Caribbean (USC)

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    At the University of the Southern Caribbean (USC) students often struggle with learning programming. Because of this struggle, they often become disengaged with the programming courses, with some transferring to other degree programmes or withdrawing from the programme. While several strategies have been used to ensure that students can problem- solve, design, and develop coded solutions, it has not been enough to alleviate the issues. Game- based learning (GBL) emerged as a possible strategy that can potentially help students develop these skills while keeping them engaged with the course content. Implementing such a strategy within the department requires evidence that it can be an effective technique for teaching and learning programming. Therefore, the aim of this study is to evaluate the impact of GBL on student engagement and overall performance in an introductory programming course. The research was designed as a deductive exploratory single case study research strategy and method. It approaches the aims and objectives from a pragmatic perspective, and as a result, uses a mixed methodological approach to data collection and analysis. The findings show that while GBL does not alleviate the common negative reactions to learning programming, it does provide a learning environment engaging enough for students to overlook these. This results in students having an enhanced perception of the knowledge and improved performance. In implementing GBL in other programming courses, some features that are potentially the most impactful on students learning are immediate feedback, freedom to fail, user interface, code without limitations, and a visual representation of progress

    2023-2024 Catalog

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    The 2023-2024 Governors State University Undergraduate and Graduate Catalog is a comprehensive listing of current information regarding:Degree RequirementsCourse OfferingsUndergraduate and Graduate Rules and Regulation

    Development of Interactive Learning Multimedia to Improve the Result of Underhand Passing and Underserving Skill in Volleyball Games of IV Grade in SD Negeri 106790 Sei Mencirim

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    The objective of this research is to develop interactive learning multimedia. This research used Research and Development Method. The results in the development stage of interactive learning multimedia show: (1) the assessment of material experts was high feasible criteria with an average score of 4.68, (2) the assessment of design experts was high feasible criteria with an average score of 4.66, (3) the assessment of the media I was in the criteria of high feasible with an average score of 4.57, (4) the assessment of media experts II was in the criteria of high feasible with an average score of 4.85. Interactive learning multimedia was very effective in improving student skills in underhand passing and underhand service and can improve student learning outcomes in underhand passing and underhand service. It was proved that the average student skill result when performing underhand service after used interactive learning multimedia is 81.5 with N-Gain 0.6 medium category, the average student skill result when performing underhand service after used learning multimedia interactive was 86.75 with N-Gain 0.7 high category. The average student learning outcomes using interactive learning multimedia was 89 with an N-Gain of 0.8 "High". While the results of the lower passing t test obtain a sig value <0.05. After analyzing the data, the final test showed sig <0.05, mean Ha was accepted and Ho was rejected. Significant value of passing below 0.003 <0.05 which mean significant with a sig level of 5%, then sig value of service below 0.000 <0.05 which mean significant with a sig level of 5%. It proved that interactive learning multimedia was more effective and proven to increase student skill outcomes in carried out underhand passing and underserving as well as improved student learning outcomes in underhand passing and underserving material in IV grade of SD Negeri 106790 Sei Mencirim

    PENGEMBANGAN LEMBAR KERJA PESERTA DIDIK (LKPD) BERORIENTASI STEAM PADA MATERI GAYA GESEK DI SEKOLAH DASAR

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    Pembelajaran pada abad 21 menuntut peserta didik untuk memliki keterampilan berpikir yang lebih luas dan mendalam. Namun, keterbatasan Lembar Kerja Peserta Didik (LKPD) sebagai salah satu bahan ajar yang mendukung pembelajaran menjadikan peserta didik sulit mengembangkan kemampuan berpikirnya. Dalam upaya memenuhi tuntutan tersebut, maka LKPD berorientasi STEAM dapat menjadi alternatif solusi untuk membantu peserta didik dalam meningkatkan kemampuan berpikirnya. Tujuan dari penelitian ini adalah untuk mengembangkan LKPD berorientasi STEAM pada materi gaya gesek di sekolah dasar yang valid dan realiabel serta praktis digunakan dalam pembelajaran. Penelitian ini merupakan penelitian Design & Development (D&D) yang didukung dengan penggunaan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Instrumen yang digunakan dalam penelitian meliputi angket, pedoman wawancara, lembar validasi, dan lembar observasi. Dengan teknik analisis data berupa teknik analisis deskpritif kualitatif, analisis validitas, dan realibilitas. Adapun hasil penelitian menunjukan bahwa pada tahap analisis ditemukan urgensi pengembangan LKPD berorientasi STEAM pada materi gaya gesek untuk membantu peserta didik dalam proses pembelajaran IPA. Maka dirancanglah LKPD berorientasi STEAM pada materi gaya gesek di sekolah dasar melalui proses design yang meliputi kegiatan penentuan sumber daya yang diperlukan, analisis kurikulum dan cakupan materi, pembuatan GBPM, pemetaan aspek STEAM pada LKPD, pembuatan storyboard, dan perancangan desain LKPD. Pada tahap pengembangan, melibatkan validator ahli materi, ahli media, dan ahli bahasa. Adapun hasil analisis terhadap instrumen hasil validasi ahli materi menggunakan perhitungan V aiken dan Cronbach Alpha, instrumen dinyatakan valid dan reliabel. Instrumen ahli media menunjukan hasil yang valid dan hasil uji realibilitas menggunakan perhitungan Cohen Kappa menunjukan tidak terdapat perbedaan antara penilaian ahli 1 dan ahli 2. Hasil instrumen ahli bahasa juga menunjukan hasil yang valid dan realiabel. Hasil respon peserta didik terhadap penggunaan LKPD berorientasi STEAM memperoleh kriteria “Sangat Puas” dan respon guru terhadap LKPD beroreintasi STEAM memperoleh kriteria “Sangat Baik”. Berdasarkan hasil validasi dan respon pengguna maka dapat disimpulkan bahwa LKPD berorientasi STEAM dinyatakan valid dan reliabel, sehingga layak digunakan altternatif bahan ajar dalam mendukung pembelajaran dengan beberapa saran dan masukan dari validator ahli dan pengguna --------- Learning in the 21st century requires students to have broader and deeper thinking skills. However, the limitations of Student Worksheets (LKPD) as one of the teaching materials that support learning make it difficult for students to develop their thinking skills. In an effort to meet these demands, STEAM-oriented worksheets can be an alternative solution to help students improve their thinking skills. The purpose of this study was to develop STEAM-oriented worksheets on frictional force material in elementary schools that are valid and reliable and practical to use in learning. This research is a Design & Development (D&D) study supported by the use of the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The instruments used in the study included questionnaires, interview guides, validation sheets, and observation sheets. With data analysis techniques in the form of qualitative descriptive analysis techniques, analysis of validity, and reliability. As for the results of the study, it was found that at the analysis stage there was an urgency to develop STEAM-oriented worksheets on frictional material to help students in the science learning process. So a STEAM-oriented LKPD was designed on friction material in elementary schools through a design process that included activities to determine the required resources, analyze the curriculum and material coverage, create GBPM, map STEAM aspects of LKPD, create storyboards, and design LKPD designs. At the development stage, it involves material expert validators, media experts, and linguists. As for the results of the analysis of the instrument validation results of material experts using Vaiken and Cronbach Alpha calculations, the instrument was declared valid and reliable. The media expert instrument showed valid results and the results of the reliability test using Cohen Kappa's calculations showed that there was no difference between the judgments of expert 1 and expert 2. The results of the linguist's instrument also showed valid and reliable results. The results of students' responses to the use of STEAM-oriented worksheets obtained the criteria of "Very Satisfied" and the teacher's response to STEAM oriented worksheets obtained the criteria of "Very Good". Based on the validation results and user responses, it can be concluded that the STEAM-oriented LKPD is valid and reliable, so it is appropriate to use alternative teaching materials to support learning with some suggestions and input from expert validators and users

    Designing Interactive Learning Application Using Markerless Augmented Reality on Evolution of Atomic Theory Material

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    To increase student understanding and enrich the learning experience, research was conducted with the aim of designing a interactive learning application using markerless augmented reality as an interesting solution. This is because learning applications use augmented reality in evolution of atomic theory material into a form of education that combines innovative technology with personalized learning, so that it can help create a generation that is technologically skilled and ready to face future challenges. This research includes educational design research using Plomp development model, including preliminary research stage by doing the needs and context analysis, literature review, and theoretical framework and prototyping stage, including initial plan and self evaluation. For the results based on preliminary research data and the prototyping phase, it can be concluded that the design of learning applications using Plomp development model which produces prototype II that has been successfully run as expected according to the design based on the results of analysis in preliminary research. This application prototype is hoped to be continued to produce learning applications that can be used in schools to support chemistry learning

    Blending the Material and Digital World for Hybrid Interfaces

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    The development of digital technologies in the 21st century is progressing continuously and new device classes such as tablets, smartphones or smartwatches are finding their way into our everyday lives. However, this development also poses problems, as these prevailing touch and gestural interfaces often lack tangibility, take little account of haptic qualities and therefore require full attention from their users. Compared to traditional tools and analog interfaces, the human skills to experience and manipulate material in its natural environment and context remain unexploited. To combine the best of both, a key question is how it is possible to blend the material world and digital world to design and realize novel hybrid interfaces in a meaningful way. Research on Tangible User Interfaces (TUIs) investigates the coupling between physical objects and virtual data. In contrast, hybrid interfaces, which specifically aim to digitally enrich analog artifacts of everyday work, have not yet been sufficiently researched and systematically discussed. Therefore, this doctoral thesis rethinks how user interfaces can provide useful digital functionality while maintaining their physical properties and familiar patterns of use in the real world. However, the development of such hybrid interfaces raises overarching research questions about the design: Which kind of physical interfaces are worth exploring? What type of digital enhancement will improve existing interfaces? How can hybrid interfaces retain their physical properties while enabling new digital functions? What are suitable methods to explore different design? And how to support technology-enthusiast users in prototyping? For a systematic investigation, the thesis builds on a design-oriented, exploratory and iterative development process using digital fabrication methods and novel materials. As a main contribution, four specific research projects are presented that apply and discuss different visual and interactive augmentation principles along real-world applications. The applications range from digitally-enhanced paper, interactive cords over visual watch strap extensions to novel prototyping tools for smart garments. While almost all of them integrate visual feedback and haptic input, none of them are built on rigid, rectangular pixel screens or use standard input modalities, as they all aim to reveal new design approaches. The dissertation shows how valuable it can be to rethink familiar, analog applications while thoughtfully extending them digitally. Finally, this thesis’ extensive work of engineering versatile research platforms is accompanied by overarching conceptual work, user evaluations and technical experiments, as well as literature reviews.Die Durchdringung digitaler Technologien im 21. Jahrhundert schreitet stetig voran und neue Geräteklassen wie Tablets, Smartphones oder Smartwatches erobern unseren Alltag. Diese Entwicklung birgt aber auch Probleme, denn die vorherrschenden berührungsempfindlichen Oberflächen berücksichtigen kaum haptische Qualitäten und erfordern daher die volle Aufmerksamkeit ihrer Nutzer:innen. Im Vergleich zu traditionellen Werkzeugen und analogen Schnittstellen bleiben die menschlichen Fähigkeiten ungenutzt, die Umwelt mit allen Sinnen zu begreifen und wahrzunehmen. Um das Beste aus beiden Welten zu vereinen, stellt sich daher die Frage, wie neuartige hybride Schnittstellen sinnvoll gestaltet und realisiert werden können, um die materielle und die digitale Welt zu verschmelzen. In der Forschung zu Tangible User Interfaces (TUIs) wird die Verbindung zwischen physischen Objekten und virtuellen Daten untersucht. Noch nicht ausreichend erforscht wurden hingegen hybride Schnittstellen, die speziell darauf abzielen, physische Gegenstände des Alltags digital zu erweitern und anhand geeigneter Designparameter und Entwurfsräume systematisch zu untersuchen. In dieser Dissertation wird daher untersucht, wie Materialität und Digitalität nahtlos ineinander übergehen können. Es soll erforscht werden, wie künftige Benutzungsschnittstellen nützliche digitale Funktionen bereitstellen können, ohne ihre physischen Eigenschaften und vertrauten Nutzungsmuster in der realen Welt zu verlieren. Die Entwicklung solcher hybriden Ansätze wirft jedoch übergreifende Forschungsfragen zum Design auf: Welche Arten von physischen Schnittstellen sind es wert, betrachtet zu werden? Welche Art von digitaler Erweiterung verbessert das Bestehende? Wie können hybride Konzepte ihre physischen Eigenschaften beibehalten und gleichzeitig neue digitale Funktionen ermöglichen? Was sind geeignete Methoden, um verschiedene Designs zu erforschen? Wie kann man Technologiebegeisterte bei der Erstellung von Prototypen unterstützen? Für eine systematische Untersuchung stützt sich die Arbeit auf einen designorientierten, explorativen und iterativen Entwicklungsprozess unter Verwendung digitaler Fabrikationsmethoden und neuartiger Materialien. Im Hauptteil werden vier Forschungsprojekte vorgestellt, die verschiedene visuelle und interaktive Prinzipien entlang realer Anwendungen diskutieren. Die Szenarien reichen von digital angereichertem Papier, interaktiven Kordeln über visuelle Erweiterungen von Uhrarmbändern bis hin zu neuartigen Prototyping-Tools für intelligente Kleidungsstücke. Um neue Designansätze aufzuzeigen, integrieren nahezu alle visuelles Feedback und haptische Eingaben, um Alternativen zu Standard-Eingabemodalitäten auf starren Pixelbildschirmen zu schaffen. Die Dissertation hat gezeigt, wie wertvoll es sein kann, bekannte, analoge Anwendungen zu überdenken und sie dabei gleichzeitig mit Bedacht digital zu erweitern. Dabei umfasst die vorliegende Arbeit sowohl realisierte technische Forschungsplattformen als auch übergreifende konzeptionelle Arbeiten, Nutzerstudien und technische Experimente sowie die Analyse existierender Forschungsarbeiten

    Development of Augmented Reality Media to Improve Student Understanding of Optical Eyes System Materials

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    Optical material is material that is quite difficult for students because it has abstract concepts. Media that is considered an alternative solution is augmented reality. AR provides an effective learning experience because it displays 3D images so that it is easily accepted by students and makes students interested in learning. This study aims to develop augmented reality media to increase students' understanding of the eye optical system material. The type of research to be carried out in Research and Development, with the chosen development model being ADDIE. Product evaluation is carried out based on test results and product implementation. The population of this research is students of the Physics Education Study Program, FKIP UT, who are enrolled in the 2021.2-semester lectures and tutors for the Physics Education Study Program, FKIP UT. The research sample was students of the UT FKIP Physics Education Study Program who attended several 18 people (from UPBJJ UT Bogor, Jakarta, and Serang and tuweb tutors for the optics course). The data collection method consisted of administering a questionnaire. To determine the level of understanding of student material on system material eye optics, test results given to students were analyzed descriptively. Questionnaire analysis from tutors and students regarding the need for AR media was analyzed descriptively and quantitatively. The sampling technique used was random sampling, in which the entire population has the same rights and opportunities to be involved in research Based on the results of the needs analysis, it shows that 81% of students agree and need AR media to study the optical system of the eye, 72% of students agree that the material for the optical system of the watch has the potential to cause misconceptions if studied without using media. Based on the results of the needs analysis, consists of 3 main topics, namely regarding the structure of the eye, the process of seeing in the eye, and eye defects. The results of the trial analysis using AR media used a paired sample t-test to see the effectiveness of AR media. The results of the analysis of the paired sample t-test showed a Sig.2 tailed value > 0.05 so it can be concluded that there was a significant difference between before and after using AR media. In other words, it is easier for students to understand the material after being treated in the form of AR media on the concept of eye optics.Materi optika merupakan materi yang cukup sulit bagi mahasiswa karena memiliki konsep-konsep abstrak. Media yang dinilai sebagai alternatif solusi adalah augmented reality. AR memberikan pengalaman belajar yang efektif, karena memunculkan gambar 3D sehingga mudah diterima siswa dan membuat siswa tertarik untuk belajar. Tujuan penelitian ini mengembangkan media augmented reality untuk meningkatkan pemahaman mahasiswa pada materi system optika mata. Jenis penelitian yang akan dilakukan adalah penelitian pengembangan (Research and Development), dengan model pengembangan yang dipilih adalah ADDIE. Evaluasi produk dilakukan beradasarkan hasil uji dan implementasi produk. Populasi penelitian ini mahasiswa Program Studi Pendidikan Fisika FKIP UT yang terdaftar pada perkuliahan semester 2021.2 dan Tutor tuton Program Studi Pendidikan Fisika FKIP UT. Sampel penelitiannya ini mahasiswa Program Studi Pendidikan Fisika FKIP UT yang mengikuti sejumlah 18 orang (yang berasal dari UPBJJ UT Bogor, Jakarta dan Serang dan tutor tuweb mata kuliah optika. Metode pengumpulan data terdiri dari pemberian kuesioner. Untuk mengetahui tingkat pemahaman materi mahasiswa terhadap materi sistem optika mata, hasil tes yang diberikan kepada mahasiswa dianalisis secara deskriptif. Analisis kuesioner dari tutor dan mahasiswa terhadap kebutuhan media AR dianalisis secara deskriptif kuantitatif. Teknik sampling yang digunakan adalah random sampling, di mana seluruh populasi memiliki hak dan kesempatan yang sama untuk terlibat dalam penelitian ini. Berdasarkan hasil analisis kebutuhan menunjukkan 81% mahasiswa setuju dan membutuhkan media AR untuk mempelajari sistem optika mata, 72% mahasiswa setuju bahwa materi sistem optika mata akan berpotensi menimbulkan miskonsepsi apabila dipelajari tanpa menggunakan media. Desain produk media AR yang dikembangkan berdasarkan hasil analisis kebutuhan terdiri dari 3 topik utama, yaitu mengenai strukutur mata, proses penglihatan pada mata dan cacat mata. Hasil analisis uji coba penggunaan media AR menggunakan uji paired sample t-tes untuk melihat keefektivas media AR. Hasil analysis uji paired sample t-tes menunjukan nilai Sig.2 tailed > 0.05 sehingga dapat disimpulkan terdapat perbedaaan yang signifikan antara sebelum dan sesudah penggunaan media AR. Dengan kata lain mahasiswa lebih mudah memahami materi setelah diberi perlakuan berupa media AR pada konsep optika system mata

    From novel to webcomic:Transmedial translation and collaborative process in graphic storytelling

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    The subject of this PhD will analyse the collaborative process within a creative team and the practice of writing as research when it explores a new medium under emergence, in this case webcomics. As the project is concerned with the transposition of my trilogy of novels, I assumed the responsibilities of translating the prose into script and creating the story boarding. After the first brainstorming session with the illustrator on panels design and flow, changes are negotiated by the team and worked by the artist in the final draft of the panels. It is important to note that, while the illustrator’s input is a vital part of this project, choices concerning the structure and the narrative of the project are in the hands of the author. The research project will take into consideration the dynamics of such partnership and how the loop of creating and feedbacking challenges previously established creative processes while it helps to set new ones. Similarly, as the project has taken the shape of a webcomic, the behaviour of online readers and their response to the content will be monitored through tracking tools on media platforms to see if and to what extent (likes, shares, visit prior posts) readers interact, thus affecting dissemination. This project will research how modern politics, historical events (the Italian Years of Lead) and attitudes feed the narrative, and show how these are balanced and blended with fictional elements. It will also take into consideration the inner mechanisms of both genre and medium as tools capable of dissecting, analysing, and offer alternatives to the questions asked by the contemporary discourse. Finally, as an Italian/English bilingual Fantasy writer, I will reflect on how writing in English has actively shaped my work and argue that my conscious decision to write in English aims at placing my work within the British comic books’ tradition. This choice is also motivated by the lack of an Italian academic tradition in studying creative writing and genres other than literary fiction
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